Hello,
I have a very demanding scene for architectural vizualisation. (high poly count, huge amount of texture, etc.)
I had a build that was running at 35-40 fps on a gtx 570 (mid-end) so that was clearly acceptable. I recently updated the scene to latest unity build, latest unistorm build and suddenly it drop at 19 fps. When i look at the profiler i can see there is a huge time spent on the CPU for the GI. on a 4.4ghz
The worst one is GISceneManager.UpdateEnvironmentLighting flying at 175ms.
this time is divided in two for GFX.waitforpresent and GFX.readbackimage
where are the ressource to understand what is causing this and how to reduce it.
I didn’t change anything related to the GI to get that increased amount of CPU power but I guess i can reduce maybe the quality of the GI ? how come it is so big if it’s baked ??? I thought baking the GI would make it faster.
the second this using power is the reflectionprobes.getsample. I guess the resolution is too high, but without it, the reflection in thing like mirror really get messy. I was using a 1024 and only have 3-4 reflection probe, which is not a lot. But they count as 1013 calls … i really don’t understand all those number and would love to read a book about it !
mesh.drawVBO also take a 1200 call hit
any suggestion or reference would be more than appreciated